This caverealms fork provides the biomes and decorations from the original caverealms, with several additions and without the overhead of generating caves. The mapgen used will determine the shape and size of individual caves. This lowers the server resources the mod requires, for example CPU and RAM. This also removes the large lava spills created by the original caverealms.

Compatibility:As caverealms_lite does not generate its own caves, replacing caverealms with caverealms_lite might result in minor map generation issues. Please report any other issues (such as unknown nodes) by opening an issue on github, and we'll do our best to fix them.

Servers:caverealms_lite has been tested on, and is used on the Dark Lands Survival and Xanadu servers.

Hi duane - Those were one of the things we agreed not to keep, (after all, once you have seen one of them, you've really seen all of them), though the DM statues are still there and can now be crafted from hot cobble and glow ore.

roboto - There are a few different key depths. Caverealms start at -1500 and deep caverealms start at -7000. By default, the DM's Lair is between -14,000 to -16,000. You can find these values in config.lua and adjust if you'd like to.

Thanks so much for modifying this to avoid unnecessary cave generation.

Quick question: does the modification affect frequency of lava underground? You mention that code was modified to avoid large lava spills, but does the presence of caverealms_lite affect how often you might find lava caves underground in general now?

I ask because I've been testing this in a new world, and I've never encountered a world with seemingly so little lava as I dig deep. (This is also an issue because I'm also including Technic as a mod, and sulfur now has a number of uses, but it spawns near lava.)

It's possible that I'm just unlucky so far with the particular seed, but there really seems to be almost no lava in the deep regions now.

I don't think it will change the amount of lava, and I can't say I've noticed an unusual amount in my own uses of the mod. With that said, I haven't looked too closely into how lava is added, but there's nothing here done specifically to stop it appearing. I've sadly encountered maps with very little lava myself as well, so it is something that happens from time to time.

The avoidance of large lava spills comes by using the default mapgen and not adding the caverealms as separate caves. When they are separate caves they can cut through mapgen caves, causing lava in those caves to spill into the caverealms ones. So I guess overall we should have the same number of lava sources, but less flowing lava.

EdShouldBeInBed - thanks for confirming. Without trying to untangle the code, I assume they are somehow fighting with each other. Perhaps both will work if you make sure they don't try to seize control of the same depth regions?

SaKeL - I'm not aware of any issue with multiple "register_on_generated"s. There was an issue with multiple gennotify events though (fixed in 5.0). Maybe you were thinking of that?

SaKeL - tests of my own in single player can't duplicate this. One of my servers also runs the mod and has never had an OOM from it. I've also confirmed Xanadu (which also uses it) hasn't had any OOM issues.

Are you using any other mods that might contribute to OOM issues, and CRL is just pushing MT the last little bit into triggering it? I will admit that I am not really sure what might be happening, beyond not being able to duplicate it.

* i have created fresh new map with no mods - cannot reproduce* same fresh new map with all the same mods as before - cannot reproduce* old map (11 GB compressed) - with all the same mods as before - easy to reproduce* old map - with all the same mods as before (CRL disabled) - cannot reproduce